Version 4.16 Release Notes

Greetings, Dragon Lords! v4.16 of War Dragons is bringing a huge number of gameplay additions, balance changes, new features, and bug fixes to Atlas and War Dragons. On the Atlas front, this update focuses on encouraging large-scale warfare between equally-matched individuals––but you won’t have to do it alone with the addition of Alliances! It’s an exciting new world out there, so read on to see what’s on the horizon!

GENERAL

Improved daily login bonuses to reward better items for each consecutive day of logging in to War Dragons!

[Atlas] The world of Atlas just got bigger with the addition of more level 2 castles so that all teams can make a home for themselves and gain the benefits of infrastructure buffs. This update should result in about twice as many level 2 castles compared to previous amounts.

Each team is now capped to owning at most 20 level 2 castles and 30 level 3 castles. Higher level castles unaffected. If a team already owns more than this they can be kept until lost.

[Atlas] Removed Event Portals (Team Portals still exist, but new ones cannot be created. Losing a castle with a Team Portals means the Portal will be gone forever).

[Atlas] You may now directly attack a Gold Mine or Poacher simply by being in the same region. Moving your Primarch onto a Mine or Poacher is no longer required.

[Atlas] The edge of the world is no longer just covered in fog. Water visuals have been added.

[ATLAS] ALLIANCES

Alliances are now available in Atlas! Your team may now join 4 other teams in peaceful coexistence, or create a war machine to raze a path of conquest through Atlas.

Each team may only be part of one Alliance at any given time.

Each Alliance can have a maximum of 5 teams total.

The Alliance Leader can forcefully remove teams from the Alliance.

Leaving an Alliance when your team is the leader of the Alliance will default leadership to the team with the highest Influence rating.

Accepting an invitation to another Alliance while you’re already in one will remove you from the one your team is currently a part of.

An Alliance can only be disbanded if there’s only one team remaining in it.

Allies behave just like teammates!

Allied Primarchs will also face outwards from the castle.

Allied Primarchs cannot be attacked, nor will they be able to attack you or impede your team’s usage of infrastructure in any way.

Alliance members can freely pass through these castles unhindered.

Alliance members are not affected by Blockades

Allies gain the benefits of the Fort defense buff at the location of Allied castles with a Fort constructed.

Allies cannot attempt to conquer your team’s castles while you’re in the same Alliance.

Allies do NOT share team infrastructure bonuses like Gold, XP, Troop training time, and prize bonuses.

Taunters belonging to Allies will not taunt your Primarchs’ attacks, and will not taunt against your attacks either.

[ATLAS] GLORY AND TROOP CHANGES

Glory earned for killing Troops at a castle your team owns is always 100% if your team has owned that castle for more than 24 hours.

Otherwise, Glory earned in PvP battle is now scaled based on the difference in player level.

Glory Ratios.jpg932x310 32.2 KB

For example, if you are level 100:

Attacking players who are >= level 300 will always grant 100% Glory

Someone level 70 and above would grant 100% of the possible Glory from an attack that kills Troops

Someone Level 33 or below would grant 0% of the possible Glory from an attack.

Someone between level 33 and 70 grants between 1 and 99% of the possible Glory from an attack.

A level 52 opponent would grant 50% of the possible Glory.

Here are a few examples in the chart below.

Your Level

Opponent Level for 100% Glory

Opponent Level for 50% Glory

Opponent Level for 0% Glory

500

300 or more

258

166 or less

400

280 or more

207

133 or less

300

210 or more

155

99 or less

250

175 or more

129

83 or less

200

140 or more

103

66 or less

150

105 or more

77

49 or less

100

70 or more

52

33 or less

50

35 or more

26

16 or less

The Troop maximum kill cap per battle has been halved to 7,500 Troops (down from 15,000).

The kill cap has been reduced to allow the troops lost in one large battle to be completely revived in one day (24 hours), even without any territory ownership. Sending all your Troops into battle should feel like much more recoverable risk than before so that you can get right back into the action sooner.

Atlas Troops reworked into Offensive and Defensive Troops: you will no longer need to choose between using your Troops for attacking or using them to defend a position.

Upon v4.20 release, 1 point of Team Glory will be granted for every living Troop the team owns, and Event Shields will be active for teams to hire Castle Guards for their castles.

Personal Troops (Offensive) are used only for attacking other players and are no longer attached to any Garrison.

When trained, these Troops will still be automatically loaded onto any Primarchs you have stationed at your Home castle.

Troops in excess of your total Primarch Troop capacity are placed in your barracks so that you may add them to a Primarch at any friendly/allied/neutral castle later on.

You can view how many overall reserved Troops you have at the “Barracks” infrastructure building in the castle.

Troops in your Inventory cannot be attacked.

Troops on your Primarch cannot be returned to your barracks once loaded onto a Primarch.

[IMPLEMENTED NEXT WEEK] Castle Guards (Defensive) are summoned to a castle’s Garrison solely to defend against attacks.

Once summoned at a castle, these are permanently attached to that castle and cannot be moved or transferred in any way.

Your team earns 1 point of Team Glory for each point of personal glory you earn (like medals).

Team Glory is used by the Fort’s Marshal to hire more Castle Guards.

When attacked, the Garrison’s Castle Guards are defended by an NPC/AI base whose level increases with the level of your fort.

[ATLAS] PRIMARCH CHANGES

Travel is now much faster and will now only take a maximum of 10 minutes for the longest reaches of the map.

Primarchs now navigate through ally-owned or neutral castles to reach their destination when possible.

If a safe path is not possible, the last safe castle on that path will be indicated.

Traveling to an enemy castle requires a Move command from a castle adjacent to that enemy castle.

You cannot cancel a Move order or add Waypoints to it once a Move command is issued. * A Primarch must complete its Move order before beginning a new one.

When Trapped by a Rusher, a Primarch can no longer block enemy attacks aimed directly at the Garrison even if the Primarch has more Troops than the attackers.

This is a specific case to the rule where a Primarch with more Troops than all the other Primarchs at a location can attack the Garrison directly. This change was necessary with the addition of Castle Guards.

[ATLAS] INFRASTRUCTURE CHANGES

The Bank and Tower on any team-owned castle can now be upgraded to maximum level (12) regardless of the castle’s level.